19,298 Commits over 1,614 Days - 0.50cph!
Fixed MRE in IsWithinPerceptionRangeSettings
testbox has Wolves
Carnivore AI WIP
Preview renders for lots of stuff
Zone bounds uses navmesh style volume editing, button to copy the volume to the navmesh for the zone
Copy size from NMS, fuck editing two volumes
Zone bounds fuckery (hi Tlean)
Ported SceneCameraToGameCamera util to PlayerCamera
Fixed dispensables not being enabled as well as the itneractions for Corpses.
skin corpses upon animals eating them
Removed wolf pounce ability.
Cleaned up combat component editor code, added nice remove buttons for abilties
Fixed bad blackboard read in GoalPlan.SleepInHome
Fixed nospawns navmesh/zone bounds
moved mushrooms to be a dispenser like the rest of the food
Conversation. party and enemy UI widgets use UIElements/pooling
Enemy overlay widget always active, doesn' require selected unit
Projectiles can no longer hit friendly units
Various overlay icons no longer fade out
Enemy overlay icon, scale lerp
Fixed some combat event spam
Unit spawner can optionally spawn dead things
Fixed unitInfoWidget's role selector foldout being badly positioned, hiding the some icons
Added a clear role button to the role assignment foldout
Fixed Unit.Roles.DisableRole not unassigning CurrentRole
Fixed testbox_nospawns bounds
Fixed IsCarryingRequiredTool not checking items in containers
TakeFromDispenser.TakeOneItem mode writes to blackboard.item key
Actions.ConsumeItem has new blackboardItem mode, state shows progress properly
MachineProcess.CookCookable destroys corpse entities when they're consumed
Added Condition.HasOpenCraftingOrders, Action.TakeCraftingOrdersFromStation
campfire rocks have vertex colours
Crafting orders taken from stations are claimed (assign the crafter property)
Made all combat modules high priority
MachineProcessActions durational, returns process.Progress
Crafting table interactions are all positional, except add building mats
Crafting AI module includes item stockpiling goal plan
Item preview renders for a few things that were missing
Fixed potential NRE in Keywords.CraftRecipient
Fixed potential NRE in CraftItemProcess.Progress getter
Crafters will now pick up items they've made if there is no recipient
trying to make bear item better
Improved crafter stockpiling AI
Added new CraftingOrder.OrderStates value for AwaitingStockpile
Item persists CraftedBy ref, string fallback
Added new EntityRef struct for better saving of entity references with a fallback name field
Fixed bad loop in SelectCraftedItemForStockpile
Fixed NRE in Unit.Crafting.RemoveOrder
Fixed bad continue in SelectCraftedItemForStockpile
Fixed weapon rack missing a bunch of interactions
Fixed crafting orders being removed when they had no recipient
Fixed Unit.items.OnDepositItemToContainer never being invoked
Fixed crafting order creation doubling up from the count displayed in UI
Fixed various issues related to non-human units in the player's Group
Some work on vehicle actions
More non-human unit fixes
More animal in group fixes